Makoto Wake-up and Post-Hayate Mix-ups

U1- Dash, Toward.HK feint (deadbody crossup) jump over MK. This setup is awesome against charge characters and is a safe jump.

The problem with these types of setups is that you telegraph exactly what you’re doing for like 60-ish frames, maybe more sometimes. What you really want is a normal you can use to time multiple things out of the same setup. for instance: Sweep > f.MP Now out of f. MP you can do: nj.HK (3 frame safejump)/crossover f. HK/meaty mp oroshi/ Slight Delay MK Tsurugi etc etc etc. So when you get a sweep and they see f. MP they can’t think “everytime he does this he does a karakusa.” You’re giving them time to think and that isn’t a good thing.

Does cr.hp empty jump cr.lk still meaty? Will check this tomorrow night myself if nobody answers

Is the OP still relevant, or do none of the setups work in ae2012 now?

No but cr. HP > empty jump > LK Karakusa is a frame trap

I use non-empty jump, lk karakusa if cr.HP is a counterhit. Very stealth, it seems like a safe jump. Most opponents will block. Some will backdash, if you have not make them used to safe jump OS.
Empty jump, hk karakusa is also possible but it’s more obvious.

If a knockdown is from a CH, there is a 3f delay in the falling animation if I’m not mistaken (CH cr.HP>empty jump>mk karakusa whiffs, so does CH cr.HP>j.mk>ex karakusa).

meaties after u1 are not that hard to time, as for safe jumps the major two I use are mp Fukiage> safejump mk or dash>6mk>N.j HK

both are 4 frame sj I believe, anyone confirm?

Both are correct

After U1, dash dash stMP nj mk is a 4f safe jump too

Jump forward, late tsurugi, vertical jump mk or hk also works.

quick question for the delay wake up in USf4, do you guys believe this mechanic will destroy the wake up game of Makoto? I wonder if its only working on technical reversal…if they can delay their wakeup after a untechable knockdown move, it will be so sad…

No. Maybe the delayed standing can destroy our meaty setups game on wakeup,but we can deal with it. Obviously we need some buffs in normals and walk speed department imo. Haitani is not a lover of setups,besides safe jumps on characters without a strong reversal he stay near to the opponent and maybe this is even more scarier.

I’ve thought about it a lot, and I think delayed wakeup helps her more than it hurts her. The game will just become someone figuring out the difference in wakeup frames, and then creating setups that OS into a safe way to confirm the delay.

i

first person I thought of when that delay stand thing came out, HAITANI! this would not affect his gameplan much at all. I may have to convert to this type of play style in ultra if safe jumps and meaty setups become unreliable…

LOL. I can totally see him using that extra time to push his downed opponent into the corner. “Oh, you want to stay on the ground? Let me just reposition your body in the corner here…yep, now your escape options are even more limited!”

u can delay hard knockdown too T_T
changes here: (im quite happy for makoto tho) http://shoryuken.com/2013/11/21/ultra-street-fighter-iv-japanese-location-test-coverage-hub/